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/**
* @file waterF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
// class3/environment/waterF.glsl
out vec4 frag_color;
#ifdef HAS_SUN_SHADOW
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
vec3 scaleSoftClipFragLinear(vec3 l);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
void mirrorClip(vec3 pos);
// PBR interface
vec2 BRDF(float NoV, float roughness);
void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor);
vec3 pbrIbl(vec3 diffuseColor,
vec3 specularColor,
vec3 radiance, // radiance map sample
vec3 irradiance, // irradiance map sample
float ao, // ambient occlusion factor
float nv, // normal dot view vector
float perceptualRoughness);
vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
vec3 l); //surface point to light
vec3 pbrBaseLight(vec3 diffuseColor,
vec3 specularColor,
float metallic,
vec3 pos,
vec3 norm,
float perceptualRoughness,
vec3 light_dir,
vec3 sunlit,
float scol,
vec3 radiance,
vec3 irradiance,
vec3 colorEmissive,
float ao,
vec3 additive,
vec3 atten);
uniform sampler2D bumpMap;
uniform sampler2D bumpMap2;
uniform float blend_factor;
#ifdef TRANSPARENT_WATER
uniform sampler2D screenTex;
uniform sampler2D depthMap;
#endif
uniform sampler2D refTex;
uniform float sunAngle;
uniform float sunAngle2;
uniform vec3 lightDir;
uniform vec3 specular;
uniform float lightExp;
uniform float refScale;
uniform float kd;
uniform vec2 screenRes;
uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
uniform float blurMultiplier;
uniform vec4 waterFogColor;
uniform vec3 waterFogColorLinear;
//bigWave is (refCoord.w, view.w);
in vec4 refCoord;
in vec4 littleWave;
in vec4 view;
in vec3 vary_position;
in vec3 vary_normal;
in vec3 vary_tangent;
in vec3 vary_light_dir;
vec3 BlendNormal(vec3 bump1, vec3 bump2)
{
vec3 n = mix(bump1, bump2, blend_factor);
return n;
}
vec3 srgb_to_linear(vec3 col);
vec3 linear_to_srgb(vec3 col);
vec3 vN, vT, vB;
vec3 transform_normal(vec3 vNt)
{
return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN);
}
void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, vec3 amblit_linear);
vec3 getPositionWithNDC(vec3 ndc);
void main()
{
mirrorClip(vary_position);
vN = vary_normal;
vT = vary_tangent;
vB = cross(vN, vT);
vec3 pos = vary_position.xyz;
float dist = length(pos.xyz);
//normalize view vector
vec3 viewVec = normalize(pos.xyz);
//get wave normals
vec2 bigwave = vec2(refCoord.w, view.w);
vec3 wave1_a = texture(bumpMap, bigwave, -2.0 ).xyz*2.0-1.0;
vec3 wave2_a = texture(bumpMap, littleWave.xy).xyz*2.0-1.0;
vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz*2.0-1.0;
vec3 wave1_b = texture(bumpMap2, bigwave ).xyz*2.0-1.0;
vec3 wave2_b = texture(bumpMap2, littleWave.xy).xyz*2.0-1.0;
vec3 wave3_b = texture(bumpMap2, littleWave.zw).xyz*2.0-1.0;
//wave1_a = wave2_a = wave3_a = wave1_b = wave2_b = wave3_b = vec3(0,0,1);
vec3 wave1 = BlendNormal(wave1_a, wave1_b);
vec3 wave2 = BlendNormal(wave2_a, wave2_b);
vec3 wave3 = BlendNormal(wave3_a, wave3_b);
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
//wave1 = transform_normal(wave1);
//wave2 = transform_normal(wave2);
//wave3 = transform_normal(wave3);
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
vec3 waver = wavef*3.0;
vec3 up = transform_normal(vec3(0,0,1));
float vdu = -dot(viewVec, up)*2.0;
vec3 wave_ibl = wavef;
wave_ibl.z *= 2.0;
wave_ibl = transform_normal(normalize(wave_ibl));
vec3 norm = transform_normal(normalize(wavef));
vdu = clamp(vdu, 0.0, 1.0);
wavef.z *= max(vdu*vdu*vdu, 0.1);
wavef = normalize(wavef);
//wavef = vec3(0, 0, 1);
wavef = transform_normal(wavef);
float dist2 = dist;
dist = max(dist, 5.0);
float dmod = sqrt(dist);
//figure out distortion vector (ripply)
vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0);
distort2 = clamp(distort2, vec2(0), vec2(0.999));
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
float shadow = 1.0f;
#ifdef HAS_SUN_SHADOW
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, distort);
#endif
calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten);
vec3 sunlit_linear = srgb_to_linear(sunlit);
#ifdef TRANSPARENT_WATER
vec4 fb = texture(screenTex, distort2);
float depth = texture(depthMap, distort2).r;
vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0));
if (refPos.z > pos.z-0.05)
{
//we sampled an above water sample, don't distort
distort2 = distort;
fb = texture(screenTex, distort2);
depth = texture(depthMap, distort2).r;
refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
}
#else
vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0));
#endif
// fudge sample on other side of water to be a tad darker
fb.rgb *= 0.75;
float metallic = 0.0;
float perceptualRoughness = 0.05;
float gloss = 1.0 - perceptualRoughness;
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
sampleReflectionProbesWater(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss, amblit);
irradiance = vec3(0);
vec3 diffuseColor = vec3(0);
vec3 specularColor = vec3(0);
calcDiffuseSpecular(vec3(1), metallic, diffuseColor, specularColor);
vec3 v = -normalize(pos.xyz);
vec3 colorEmissive = vec3(0);
float ao = 1.0;
vec3 light_dir = transform_normal(lightDir);
perceptualRoughness = 0.0;
metallic = 1.0;
float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0);
vec3 punctual = pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir));
vec3 color = punctual * sunlit_linear * 2.75 * shadow;
vec3 ibl = pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0);
color += ibl;
float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0);
vec2 brdf = BRDF(clamp(nv, 0.0, 1.0), 1.0);
float f = 1.0-brdf.y; //1.0 - (brdf.x+brdf.y);
f *= 0.9;
f *= f;
// incoming scale is [0, 1] with 0.5 being default
// shift to 0.5 to 1.5
f *= (fresnelScale - 0.5)+1.0;
// incoming offset is [0, 1] with 0.5 being default
// shift from -1 to 1
f += (fresnelOffset - 0.5) * 2.0;
f = clamp(f, 0.0, 1.0);
color = ((1.0 - f) * color) + fb.rgb;
float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05);
frag_color = max(vec4(color, spec), vec4(0));
}
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